Demo Data from SIGIR 2026 / reviewers in the wild / expert
Avi M. Aizenman
dblp:299/1229
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2023
0000-0002-0081-4085ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 56% Immersive interaction · 44% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research › visual perception
vergence-accommodation conflict |
0.7 | 1 | 2023 | The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design · ACM Trans. Graph. 2023 |
Immersive interaction
virtual reality |
0.7 | 1 | 2023 | The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design · ACM Trans. Graph. 2023 |
Usability and user experience research › user perception
user comfort |
0.2 | 1 | 2023 | The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset Design · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
eye movement statistics · 0.7binocular disparity analysis · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset DesignabstractThe human visual system evolved in environments with statistical regularities. Binocular vision is adapted to these such that depth perception and eye movements are more precise, faster, and performed comfortably in environments consistent with the regularities. We measured the statistics of eye movements and binocular disparities in virtual-reality (VR) - gaming environments and found that they are quite different from those in the natural environment. Fixation distance and direction are more restricted in VR, and fixation distance is farther. The pattern of disparity across the visual field is less regular in VR and does not conform to a prominent property of naturally occurring disparities. From this we predict that double vision is more likely in VR than in the natural environment. We also determined the optimal screen distance to minimize discomfort due to the vergence-accommodation conflict, and the optimal nasal-temporal positioning of head-mounted display (HMD) screens to maximize binocular field of view. Finally, in a user study we investigated how VR content affects comfort and performance. Content that is more consistent with the statistics of the natural world yields less discomfort than content that is not. Furthermore, consistent content yields slightly better performance than inconsistent content. Avi M. Aizenman, George Alex Koulieris, Agostino Gibaldi, Vibhor Sehgal, Dennis M. Levi, Martin S. Banks |
ACM Trans. Graph. | 1 |